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The Cube

the Cube at the Center for the Arts

Unique in the world, the Cube is a four-story-high, state-of-the-art theatre and high tech laboratory that serves multiple platforms of creative practice by faculty, students, and national and international guest artists and researchers. The Cube is a highly adaptable space for research and experimentation in big data exploration, immersive environments, intimate performances, audio and visual installations, and experiential investigations of all types. This facility is shared between ICAT and the Moss Arts Center at Virginia Tech.

The Cube is a highly adaptable space for research and experimentation in big data exploration, immersive environments, intimate performances, audio and visual installations, and experiential investigations of all types.

SpaceDrones 2.0


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Methods for Hardware-in-the-Loop development and testing for optical sensors and machine learning protocols for spacecraft control, mobile manipulation, inspection, and object classification/tracking in a dynamic environment. The ability for robotic systems to complete orbital and deep space autonomous tasks will be a key enabling technology as mission parameters become more ambitious and complex over the next few years.

Projects in the Cube


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Explore the Cube in 360°


Media


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The Cube

Highlights

  • First of its kind, full-scale (50’w x 40’l x 32’h), $15M data exploration facility
  • Response to the U.S. initiative on “big data”
  • Unlike traditional virtual environments, this collaborative research environment for augmented team exploration (CREATE) enables multi-person (social) collaboration with data
The Cube

Capabilities

  • Augmented reality (head-mounted display and tablet interaction interface)
  • Wave field synthesis and holosonic sound display interaction
  • Synchronized data capture, including Information Retrieval motion capture, audio/video, physiological, and interaction signals
  • Real-time audio/visual rendering system
The Cube

Applications

  • High-performance computing
  • Real-time interaction research
  • Virtual vs. real world investigations
  • Human performance modeling and studies
  • Distributed gaming and social environments
  • Multi-person “walk-through” of virtual buildings and environments
  • Education and training in full-scale virtual environments
  • Artistic installations/performances using multi-screen display and a 128-speaker system